/*******************************************************************************
 * Copyright (c) 2013, Daniel Murphy
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without modification,
 * are permitted provided that the following conditions are met:
 * 	* Redistributions of source code must retain the above copyright notice,
 * 	  this list of conditions and the following disclaimer.
 * 	* Redistributions in binary form must reproduce the above copyright notice,
 * 	  this list of conditions and the following disclaimer in the documentation
 * 	  and/or other materials provided with the distribution.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 ******************************************************************************/

package org.jbox2d.dynamics.joints;

import org.jbox2d.common.Vec2;

/** Mouse joint definition. This requires a world target point, tuning parameters, and the time step.
 * 
 * @author Daniel */
public class MouseJointDef extends JointDef {
	/** The initial world target point. This is assumed to coincide with the body anchor initially. */
	public final Vec2 target = new Vec2();

	/** The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of
	 * the weight (multiplier * mass * gravity). */
	public float maxForce;

	/** The response speed. */
	public float frequencyHz;

	/** The damping ratio. 0 = no damping, 1 = critical damping. */
	public float dampingRatio;

	public MouseJointDef () {
		super(JointType.MOUSE);
		target.set(0, 0);
		maxForce = 0;
		frequencyHz = 5;
		dampingRatio = .7f;
	}
}
